
Grymp |

Yes, you are able to force the gate open and get inside. You mean the gate to where the Basilisk was, right?
The gate that goes further "in" the underground is a similar type gate, and thus probably equally bypassable.

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Went and counted. 5 Total arrows/crossbow bolts missed, that should mean recovery of 2 or3? Either way, those that Olaf finds he will first give back to the others before taking 1 for himself

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there's a 50% chance to retrieve an arrow or a bolt that missed. I missed two arrows so I roll twice:
Arrow 1, retrieved <51: 1d100 ⇒ 30
Arrow 2, retrieved <51: 1d100 ⇒ 59
Dylara finds both her arrows. One's broken and unusable, but the other's in fine shape. She puts it in her quiver.
"Ready to proceed when you are," Dylara says, and patiently waits for her comrades.

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Oh so is that how its done. 1 Missed [/dice]
Arrow: 1d100 ⇒ 91
Olaf finds his arrow easily, and puts it back in his quiver.
Can Olaf go crazy now? He asks as soon as everyone is clear.
[Ooc] What else is in the room?

Grymp |

Behind the gate where the Basilisk was is actually a pretty large room, at least 35x45, and broken up by varying sizes of metal cages. The only creature in here was the basilisk, and it had the run of the whole place. All of the cages are open, and nothing of value exists. Just bedding, and maybe a couple stone mice (hahaha).

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Olaf goes about bashing the cages :) Because he can. Just a bit, so they can get on with the mission at hand. Once he is done Good warm up, you toss in Melon's badge now and we go? as he refers to Dylara's plan

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"I already did," Dylara replies while smiling at Olaf.
She continues to patiently wait next to the door the party will have to pass through to proceed.

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Dylara tries to open the gate. If it doesn't open by itself, she will apply force.
Strength: 1d20 + 2 ⇒ (18) + 2 = 20
Once past the gate Dylara will take a look at her surroundings.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Grymp |

Ok, so here's the map. You came in at the Secret door at the bottom. Came up the hall. Where the rosette is on the floor, that set off the "trap." The Basilisk was in the large room with multiple cages to the left.
The barred door up top you've broken through, and can see down the hall. There's obviously some corridors on either side, and a table you can see at the end.
You don't hear anything coming from up the hall.

Grymp |

I'll go ahead and give you Safehouse 3 since I'm sure you'll come down the hall and see down to the right.

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Dylara steps into the first corridor to her right, Melon following her. She directly notices an entrance into a room on her right, and decides to enter the place.
"This is as good a place as any to start," Dylara says to Olaf.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Grymp |

Turning right, and going through the green curtain, you find a corridor that goes 20 feet, and comes to yet another curtain. Upon going through that curtain, you see two odd looking humanoids (marked T) on the map, and a snake (marked S) on the MAP. Additionally, laying on the three cots, you see three unconscious humans.
The box text for the room reads:
"This room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture."
Don't ask me why it fails to mention any of the creatures here.
Initiative Order:
Olaf - 23 <---- Here
Dylara - 15
Aldrea - 14
Lizzy - 12
S - 8
T - 3
Aldrea: 1d20 + 6 ⇒ (8) + 6 = 14
Dylara: 1d20 + 5 ⇒ (10) + 5 = 15
Lizzy: 1d20 + 5 ⇒ (7) + 5 = 12
Olaf: 1d20 + 3 ⇒ (20) + 3 = 23
T: 1d20 + 1 ⇒ (2) + 1 = 3
S: 1d20 + 3 ⇒ (5) + 3 = 8

Grymp |

The easternmost of the two humanoids turns and spies you, and with a spray of fiery invective yells, "who the hell are you, can't you see that we're working here?"

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Olaf defers his action until after Lizzy has had a chance to talk to them. He was explicidly told not to hit people at first after all. But he does ready to pull out his sword at a moments notice.

Grymp |

"I'll enlighten you! You want to climb up on one of these tables next? Now get out of here. Come back in 30 minutes, and we'll have time for you."

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Dylara kicks over a table. "We're from the Consortium! You make time for us NOW!"
Intimidate: 1d20 - 1 ⇒ (18) - 1 = 17
How's that for leaving a bad impression? Hehe.

Grymp |

They are both startled by Dylara's entrance. "Oh! My apologies, I hadn't seen your badge. Yes, from the Consortium I see. Well, I didn't realize you lot were into this sort of thing. Can you give us a moment to move these three supplicants, and we'll be happy to service you?"

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"Ill help you" she offers
-Posted with Wayfinder

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No Knowledge (Religion) here. Let's try this another way.
"How do you perform this treatment in your culture?" Dylara asks the cultists.
"I'd like some clarification on that. You're no amateurs, are you?" Dylara says the word amateurs as if the mere thought of amateurs touching her is disgusting.
What the heck are they doing...?

Grymp |

"We are no amateurs! We are specialists in the Lissalan arts of ritual flagellation and scarification!" He seems very indignant, but he proceeds to describe the various gross ways in which they use the whips and surgical tools to peel away skin on the priests backs in the shape of a Sihedron rune. He describes it as a combination of pain and religious ecstacy.
He looks to Aldrea, "Ok, so let's move this fellow here then and you can go next." He moves to the feet of one of the unconscious Lissalans, clearly expecting you to grab the head and shoulders.

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She doesnt loose a step and picks up the man. But during the moving, she lets him slip from her hands
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Grymp |

The Paingiver looks at you, "clumsy oaf, of course, it's not like he'll care later right?"
He pats the now empty table, and looks again at Aldrea, "alright, strip off and lay face down on the table please. When you're ready, take several deep breaths out of this soporofic," and he hands you a vial of foul smelling elixir.

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"oh no. Not on this skin you dont" she steps back Indicating to her bandages covered body "Try it. And i will have to put a bullet in you. And that will be a lot more painful"
-Posted with Wayfinder

Grymp |

He glares at Aldrea, "What? I thought that's why you came here? If not for that, then what? Rest assured I will report to my superiors that you Aspis Consortium jerks were here and disrespecting our traditions and rituals!"

Grymp |

"Huh? What? Failsafe protocol? What are you on about?"
He shakes his fist at you as you leave the Scarification Chamber, "You'll get yours, you Aspis Consortium types!"

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Dylara sticks out her tongue as she and Melon also leave. "Bleh!"
"That was fun," Dylara says once outside of the room, grinning widely. "Hehe."
"Let's follow this hallway south, where the other curtain is." Dylara heads over to the curtain, and walks into the room behind it.

Grymp |

Coming south, you can then see down the long hall that heads East.
You come through the first curtain, into a small anteroom. Then through the next curtain and:
This wide room contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from an alcove to the east.
There is no one here.
One of the chests has a letter wrapped around a wand jutting out of it.
There is another curtain across the entrance to the alcove to the east.
That alcove is clearly a washroom which contains a table with four ceramic basins, each capable of holding 8 gallons of water. The iron pipe juts into this washroom, capped with a spigot positioned over a large barrel. The spigot dribbles foul harbor water into the barrel, which is ringed with dried flowers in an attempt to mask the smell.
Near the barrel hangs a wand underneath a note that reads, “Conserve charges! Use on full basins only!”

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Perception: 1d20 + 7 ⇒ (5) + 7 = 12
She just looks the room over quickly
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